L L4D2node

CUtlMemoryPool::AddNewBlob

0x0009bc10 · 168 bytes · __thiscall

_ZN14CUtlMemoryPool10AddNewBlobEv

Decompiled

undefined (1 param)

/* CUtlMemoryPool::AddNewBlob() */

void __thiscall CUtlMemoryPool::AddNewBlob(CUtlMemoryPool *this)

{
  int *piVar1;
  undefined4 *puVar2;
  undefined4 *puVar3;
  int iVar4;
  int iVar5;
  
  if (*(int *)(this + 8) == 2) {
    iVar5 = 1;
  }
  else {
    if ((*(int *)(this + 8) == 0) && (*(ushort *)(this + 0x1a) != 0)) {
      return;
    }
    iVar5 = *(ushort *)(this + 0x1a) + 1;
  }
  iVar4 = *(int *)this;
  iVar5 = iVar5 * *(int *)(this + 4);
  piVar1 = malloc(iVar4 * iVar5 + 0xe + (uint)*(ushort *)(this + 0x18));
  piVar1[2] = iVar4 * iVar5;
  piVar1[1] = (int)(this + 0x20);
  iVar4 = *(int *)(this + 0x20);
  *piVar1 = iVar4;
  *(int **)(iVar4 + 4) = piVar1;
  *(int **)(this + 0x20) = piVar1;
  puVar2 = (undefined4 *)
           ((int)piVar1 + *(ushort *)(this + 0x18) + 0xb & -(uint)*(ushort *)(this + 0x18));
  *(undefined4 **)(this + 0xc) = puVar2;
  if (1 < iVar5) {
    iVar4 = 0;
    puVar3 = puVar2;
    do {
      iVar4 = iVar4 + 1;
      puVar2 = (undefined4 *)(*(int *)this + (int)puVar3);
      *puVar3 = puVar2;
      puVar3 = puVar2;
    } while (iVar4 != iVar5 + -1);
  }
  *puVar2 = 0;
  *(short *)(this + 0x1a) = *(short *)(this + 0x1a) + 1;
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)